Recommended Posts

In the spirit of transparency, here are the changes we are implementing for weapon balance in the coming couple weeks. The development has all been done, we are just testing internally to make sure things work as intended.

To start we have two general changes to the Sniper and Shotgun categories:

1) Linking accuracy to damage on the HVR 762

Reducing the damage of the HVR 762 when it's not perfectly accurate allows us to reduce the ability to fire it at close range / snap shot and still be effective.

Sniper Rifles, particularly the HVRs, are particularly hard to balance because they are currently effective at point blank range and also devastating at a distance. G1 tried a few rough balance measures in the past with initial inaccuracy and movement cooldown, but it’s still quite possible to use the HVR in CQC. We feel this change will preserve the HVR 762's place in our matrix of weapons, but make it less desirable outside of actually sniping.

2) Shotgun Damage Pellet Damage

We're adjusting how shotguns do damage, to allow for more damage for partial hits (the first pellets to hit a single target do more damage than the last ones). This allows them to be more forgiving without buffing their overall damage.

Again, Shotguns are hard to balance. Currently we feel they are powerful but very inconsistent, and some of this is because how our servers perform at higher latency.

Now for the smaller tweaks to specific weapons:

1) AR-97 'Misery' (Apoc Famine)

Improve damage to give it some overkill, and improve the tap fire ability.

2) COBR-A

Remove the accuracy curve and improve accuracy recovery rates.

3) ISSR-a

Low recovery time for accuracy loss, so you can wait less time after taking a shot to fire again.

4) SWARM

Reduce horizontal recoil amount. We're also investigating increasing the time it takes to recoil to slightly higher than the recoil time, making the recoil smoother.

5) SBSR (Rifle)

We want to give this weapon a unique recoil pattern that's significantly less harsh than the sniper variant.

6) H-9 'Curse'

We want to give this weapon a new recoil pattern that has heavily reduced horizontal recoil.

7) S-247 'Oblivion'

Attempt to make the weapon a lot snappier when using it as a fire and reposition weapon. This would heavily improve snap fire by reducing the time it takes to gain accuracy after moving, and allowing you to switch during re-fire timer.

Share this post

Link to post

Share on other sites

Huh, it feels a little weird to make the AR-97 Misery tap fire better when the gun strong-point of the gun is pretty clearly burst-firing. . . Could you clarify what exactly you did to it, or do we just need to wait?

Also, the obvious question: Any idea when we'll be able to get our hands on these changes?